void main()
{
int iPlIndex = getlocalvar("player"); //Get calling player
void vSelf = getplayerproperty(iPlIndex , "entity"); //Get calling entity
void vAniID = getentityproperty(vSelf,"animationID"); //Get current animation ID
void vAniPos = getentityproperty(vSelf, "animpos"); //Get current animation frame
int iDir = getentityproperty(vSelf, "direction"); //Get current facing direction
int MPower = getentityproperty(vSelf,"mp");
void vName = getentityproperty(vSelf,"name"); //Get name of calling entity
void iUp = playerkeys(iPlIndex, 1, "moveup"); // New key status of "Up"
void iDown = playerkeys(iPlIndex, 1, "movedown"); // New key status of "Down"
void iLeft = playerkeys(iPlIndex, 1, "moveleft"); // New key status of "Left"
void iRight = playerkeys(iPlIndex, 1, "moveright"); // New key status of "Right"
void iJump = playerkeys(iPlIndex, 1, "jump"); //New key status of "Jump"
void iSpecial = playerkeys(iPlIndex, 1, "Special"); //New key status of "Special"
void iAttack = playerkeys(iPlIndex, 1, "attack"); //New key status of "Attack"
void iAttack2 = playerkeys(iPlIndex, 1, "attack2"); // New key of "Attack 2"
void iAttack3 = playerkeys(iPlIndex, 1, "attack3"); // New key of "Attack 3"
void iAttack4 = playerkeys(iPlIndex, 1, "attack4"); // New key of "Attack 4"
void iUpR = playerkeys(iPlIndex, 2, "moveup"); // Release status of "UP"
void iLeftR = playerkeys(iPlIndex, 2, "moveleft"); // Release status of "Left"
void iRightR = playerkeys(iPlIndex, 2, "moveright"); // Release status of "Right"
void iDownR = playerkeys(iPlIndex, 2, "movedown"); //Release status of "Down"
void iAttackR = playerkeys(iPlIndex, 2, "attack"); //Release status of "Attack"
void iAttack2R = playerkeys(iPlIndex, 2, "attack2"); //Release status of "Attack"
void iUpH = playerkeys(iPlIndex, 0, "moveup");
void iDownH = playerkeys(iPlIndex, 0, "movedown");
void iLeftH = playerkeys(iPlIndex, 0, "moveleft");
void iRightH = playerkeys(iPlIndex, 0, "moveright");
void iAttackH = playerkeys(iPlIndex, 0, "attack");
void iAttack2H = playerkeys(iPlIndex, 0, "attack2");
//Double jump
if(vAniID == openborconstant("ANI_JUMP") ){ //Jumping
if(iJump == 1){ //Jump pressed?
changeentityproperty(vSelf, "animation", openborconstant("ANI_FOLLOW1"));
if(iLeftH){ //Left held?
changeentityproperty(vSelf, "direction", 0);
tossentity(vSelf, 3, -2, 0);
} else if(iRightH){ //Right held?
changeentityproperty(vSelf, "direction", 1);
tossentity(vSelf, 3, 2, 0);
} else { //Nothing
tossentity(vSelf, 3, 0, 0);
}
}
}
}